Paradise Station 13 - Modules - TypesVar Details

master

Vars

current_init_stageCurrent init stage
current_runlevelFor scheduling different subsystems for different stages of the round
current_ticklimitCurrent tick limit, assigned before running a subsystem. Used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
initializations_finished_with_no_players_logged_inDid inits finish with no one logged in
iterationHow many times have we ran
last_runworld.time of last fire, for tracking lag outside of the mc
make_runtimeSet this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.
map_loadingAre we loading in a new map?
processingAre we processing (higher values increase the processing delay by n ticks)
queue_headStart of queue linked list
queue_priority_countRunning total so that we don't have to loop thru the queue each run to split up the tick
queue_priority_count_bgSame, but for background subsystems
queue_tailEnd of queue linked list (used for appending to the list)
random_seedRandom seed generated for randomness if entropy is required
sleep_deltaHow long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
sleep_offline_after_initializationsDo we want to sleep until players log in?
subsystemsList of subsystems to fire().

Var Details

current_init_stage

Current init stage

current_runlevel

For scheduling different subsystems for different stages of the round

current_ticklimit

Current tick limit, assigned before running a subsystem. Used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits

initializations_finished_with_no_players_logged_in

Did inits finish with no one logged in

iteration

How many times have we ran

last_run

world.time of last fire, for tracking lag outside of the mc

make_runtime

Set this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.

map_loading

Are we loading in a new map?

processing

Are we processing (higher values increase the processing delay by n ticks)

queue_head

Start of queue linked list

queue_priority_count

Running total so that we don't have to loop thru the queue each run to split up the tick

queue_priority_count_bg

Same, but for background subsystems

queue_tail

End of queue linked list (used for appending to the list)

random_seed

Random seed generated for randomness if entropy is required

sleep_delta

How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)

sleep_offline_after_initializations

Do we want to sleep until players log in?

subsystems

List of subsystems to fire().